after finishing the game ive got bored and looked in some tables and scripts and found the inf guard + guardbreak from "Greenhouse" (didnt remember his name exatly here in the forum) and it seems it lowers the guard from all enemies around a certain distance.
so ive done some wibbly wobbly and upgraded it to an
deathaura :O
enemies just die in a certain (i dont know how far) range.
side effects (player get inf health/guard and enemies get zero guard)
i bet it will bug here and there but at the beginning it seems to be okay.
first real boss dies and dies not (dont trigger the i won cutscene so you must disable and let him kill you to loose your arm)
the scultor dies and wont talk to you anymore BUT you get your protestic.
sweety emma and the divine heir arent affected.
this is just an idea. maybe some more skilled CE dude can refine it.
THIS IS JUST FOR TESTING PURPOSE AND COULD DESTROY YOUR SAVEGAME!!!
Code: Select all
[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
aobscanmodule(getshield,sekiro.exe,89 87 48 01 00 00 4C 8B) // should be unique
alloc(newmem,$1000,"sekiro.exe"+BBF051)
label(code)
label(return)
label(isenemy)
newmem:
cmp byte [rdi+0000017E],30 //IS THE PLAYER?
jne isenemy
mov eax, [rdi+0000014C] // guard
mov eax, [rdi+00000134] // health
mov [rdi+00000148], eax // guard
mov [rdi+00000130], eax // health
jmp return
isenemy:
mov eax,0 // set enemy guard or health to zero
jmp code
code:
mov [rdi+00000148],eax // guard
mov [rdi+00000130],eax // health
jmp return
getshield:
jmp newmem
nop
return:
registersymbol(getshield)
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
getshield:
db 89 87 48 01 00 00
unregistersymbol(getshield)
dealloc(newmem)
{
// ORIGINAL CODE - INJECTION POINT: "sekiro.exe"+BBF051
"sekiro.exe"+BBF02F: 83 FA 9C - cmp edx,-64
"sekiro.exe"+BBF032: 7D 07 - jnl sekiro.exe+BBF03B
"sekiro.exe"+BBF034: 48 8D 44 24 58 - lea rax,[rsp+58]
"sekiro.exe"+BBF039: EB 14 - jmp sekiro.exe+BBF04F
"sekiro.exe"+BBF03B: 3B D1 - cmp edx,ecx
"sekiro.exe"+BBF03D: B8 48 01 00 00 - mov eax,00000148
"sekiro.exe"+BBF042: 41 B8 4C 01 00 00 - mov r8d,0000014C
"sekiro.exe"+BBF048: 41 0F 4F C0 - cmovg eax,r8d
"sekiro.exe"+BBF04C: 48 03 C7 - add rax,rdi
"sekiro.exe"+BBF04F: 8B 00 - mov eax,[rax]
// ---------- INJECTING HERE ----------
"sekiro.exe"+BBF051: 89 87 48 01 00 00 - mov [rdi+00000148],eax
// ---------- DONE INJECTING ----------
"sekiro.exe"+BBF057: 4C 8B 74 24 60 - mov r14,[rsp+60]
"sekiro.exe"+BBF05C: 40 84 F6 - test sil,sil
"sekiro.exe"+BBF05F: 48 8B 74 24 50 - mov rsi,[rsp+50]
"sekiro.exe"+BBF064: 74 26 - je sekiro.exe+BBF08C
"sekiro.exe"+BBF066: 48 8B CF - mov rcx,rdi
"sekiro.exe"+BBF069: E8 D2 F1 B8 FF - call sekiro.exe+74E240
"sekiro.exe"+BBF06E: 8B D8 - mov ebx,eax
"sekiro.exe"+BBF070: 2B DD - sub ebx,ebp
"sekiro.exe"+BBF072: 85 DB - test ebx,ebx
"sekiro.exe"+BBF074: 7E 16 - jle sekiro.exe+BBF08C
}